When the sci-fi horror classic Dead Space arrived in 2008 there was no way to really judge just how well it would hold up over a decade later. The answer of course is 'remarkably well' with Dead Space being one of the defining releases of the previous generation of consoles - from its groundbreaking and exceptional blend of intense action, horror, and sci-fi. Plus, there's the brilliant sound design, realistic lighting effects, and intuitive HUD-free presentation.
And of course, the now iconic Plasma Cutter that allows you to target and scientifically slice off Necromorph limbs from a distance.
Recently our own Stephen Farrelly decided to replay through the seminal release, where along the way he reached out to co-creator Michael Condrey (Visceral Games, Sledgehammer Games, and now in the process of setting up a new studio at Take-Two) to talk about everything Dead Space.
The result is a retrospective that looks back at the core design, classic moments, and a look behind the scenes of its creation.
“I’d love to say that we were brilliant enough to design the entire ship’s layout from the beginning, but it was a creative exploration that developed over time,” he adds. “Our first prototype, for example, intended to showcase both our gameplay and tone. We had a zero G section, a terrifying elevator sequence, and an interior combat area showcasing the dismemberment mechanic, all of which inspired the future game, but none that survived 100% intact to the shipped game. As the storyline developed, and the locations became more firm, the USG layout evolved into what fans ultimately came to know in the original game.”
Click Here to Read 'Dissecting Dead Space - A Revisit to the USG Ishimura with Co-Creator Michael Condrey'
I'd really like to read this article as I am a huge fan like you of horror games but with all the random bolded words it makes for a difficult read. If you want to add emphasis or to indicate the name of a game, use italics.
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